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[Input] Resolve Legacy Input Manager Errors in Unity 6

Solution

input systemproject architecture

Unity 2019.x - Unity 6.3.x

Published 18 days ago

Issue

 Scripts using legacy Input.GetButtonDown methods result in runtime errors or compilation failures in Unity 6. This occurs because the New Input System is enabled by default in recent versions, which automatically disables the legacy InputManager backend unless manually configured.

Explanation

The discrepancy between the legacy backend and the New Input System is resolved by adjusting project configuration or updating the API calls.

  1. Open the Project Settings window by navigating to Edit > Project Settings.
  2. Select the Player category from the left-hand sidebar.
  3. Expand the Other Settings foldout and scroll to the Configuration section.
  4. Change the Active Input Handling dropdown to Both to support legacy and new systems simultaneously, or to Input Manager (Old) if the New Input System is not required.
  5. Click Apply and allow the Unity Editor to restart.

Additional Tips

  • When using the New Input System API, ensure the UnityEngine.InputSystem namespace is included at the top of your script.
  • Use Keyboard.current or Gamepad.current to check device status directly without defining Input Actions for simple prototyping.
  • The Active Input Handling setting can be changed back to Input System Package (New) once all legacy code is successfully refactored.

TL;DR

Restore functionality by setting the Active Input Handling property to Both or by migrating input logic to the UnityEngine.InputSystem API.


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Content inspired by a Unity discussion post.